private void NegateAdaptive(Unit user, Unit target, BattleStateMachine bsm) { if (target.Skills[Enums.SkillType.Weapon] != null) { target.TargetedStat = target.Skills[Enums.SkillType.Weapon].targetStat; } }
public override void Init(GameManager manager) { base.Init(manager); stateMachine = CreateSubComponent <BattleStateMachine>(); characters = CreateSubComponent <CharacterManager>(); stat = CreateSubComponent <BattleStatistics>(); }
void Start() { currentState = TurnState.Process; BSM = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>(); //REVIEW animator = GetComponent<Animator>(); startPos = transform.position; }
private void CalculateAdaptive(Unit user, Unit target, BattleStateMachine bsm) { int def = target.Defense.GetCombatValue(); int res = target.Resistance.GetCombatValue(); user.TargetedStat = (def < res) ? Enums.Stat.Defense : Enums.Stat.Resistance; }
private bool isAlive = true; //Boolean for checking if the Enemy is alive // Start is called before the first frame update void Start() { currentState = TurnState.PROCESSING; //Sets the Enemy State to Processing to let the Wait Bar fill turnPointer.SetActive(false); //Disables the Enemy Pointer bsm = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>(); //Instantiates the Battle State Machine startPosition = transform.position; //Sets the Start Position of the Enemy }
void Start() { //find spacer HeroPanelSpacer = GameObject.Find("Battlecanvas").transform.Find("HeroPanel").transform.Find("HeroPanelSpacer"); //create panel, fill in info CreateHeroPanel(); audioData = GetComponent <AudioSource>(); anim = GetComponent <Animator>(); startPosition = transform.position; cur_cooldown = Random.Range(0, 2.5f); Selector.SetActive(false); BSM = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>(); currentState = TurnState.Processing; heroHPString = hero.theName + "HP"; Debug.Log(heroHPString); //PlayerPrefs.SetFloat (heroHPString, hero.curHP); string heroMPString = hero.theName + "MP"; //PlayerPrefs.SetFloat (heroHPString, hero.curMP); if (PlayerPrefs.HasKey(heroHPString)) { stats.HeroHP.text = "" + PlayerPrefs.GetFloat(heroHPString) + "/" + hero.baseHP; hero.curHP = PlayerPrefs.GetFloat(heroHPString); Debug.Log(PlayerPrefs.GetFloat(heroHPString)); } bsMachine = GameObject.Find("BattleManager"); }
void Start() { currentState = TurnState.Processing; Selector.SetActive(false); BSM = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>(); startposition = transform.position; }
// Start is called before the first frame update void Start() { tileData = GameObject.FindGameObjectWithTag("TileManager").GetComponent <TileData>(); BSM = GameManager.instance.GetComponent <BattleStateMachine>(); stats = GetComponent <Stats>(); stats.equippedWeapon = stats.weapons[0]; }
void Start() { selector.SetActive(false); currentState = TurnState.PROCESSING; BSM = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>(); startPosition = transform.position; }
private void Start() { cursor = GameObject.FindGameObjectWithTag("Cursor").GetComponent <Cursor>(); tileData = GameObject.FindGameObjectWithTag("TileManager").GetComponent <TileData>(); BSM = GameManager.instance.GetComponent <BattleStateMachine>(); levelPanel = GameObject.FindGameObjectWithTag("Canvas").transform.GetChild(2).GetChild(2); }
/// <summary> /// Checks collider to know what the hero is interacting with and acts accordingly. /// </summary> /// <param name = "other">Collided object</param> void OnTriggerEnter2D(Collider2D other) { if (!isInFight) { // for map transition /*if (other.tag == "Teleporter") { * GameManager.instance.nextSpawnPoint = col.spawnPointName; * GameManager.instance.sceneToLoad = col.sceneToLoad; * }*/ // for interaction with items if (other.tag == "Item") { } // for battle if (other.tag == "Enemy") { //isInFight = true; GameObject.Find("Blende").GetComponent <BlendenController>().blenden(); isInFight = true; GameManager.instance.gui.SetActive(true); BattleStateMachine bsm = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>(); CharacterAmountType enemy = other.gameObject.GetComponent <CharacterAmountType>(); CharacterAmountType hero = this.gameObject.GetComponent <CharacterAmountType>(); bsm.SpawnCharacters(enemy.characters.Count, enemy.characters, spawnPointsEnemies, false); bsm.SpawnCharacters(hero.characters.Count, hero.characters, spawnPointsHeros, true); this.gameObject.SetActive(false); other.gameObject.SetActive(false); GameManager.instance.collidedEnemy = other.gameObject; GameManager.PlayMusic(bsm.GetComponent <AudioSource>()); } } }
// Use this for initialization void Start() { cam = GameObject.Find("Main Camera"); StartCoroutine(RotateCamera(Vector3.down * -1f, 0.5f)); animator = this.gameObject.GetComponentInChildren <Animator>(); selector.SetActive(false); if (this.gameObject.tag == "Hero") { //characterWalk = this.gameObject.GetComponent<JNRCharacterController>(); characterWalk = this.gameObject.GetComponent <PlayerController>(); //this.gameObject.transform.localScale = new Vector3(-1f, 1f, 1f); } //if (JNRCharacterController.isInFight) { if (PlayerController.isInFight) { currentState = TurnState.wait; startposition = transform.position; CreateHealthPanel(); bsm = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>(); // if(this.gameObject.tag == "Hero") CreateHeroPanel(); } audioManager = GameObject.Find("AudioManager").GetComponent <AudioManager>(); }
IEnumerator MagicAttack() { //PlayerCharUnit.MP.ToString() == MPText.text; PlayerCharUnit.MP--; MPText.text = PlayerCharUnit.MP.ToString(); bool Dead = EnemyCharUnit.MagicDamage(PlayerCharUnit.MagicDamageOutput); Instantiate(EnemyCharUnit.MagicPart); infoText.text = "Virus corruption damage!!!"; if (PlayerCharUnit.MP <= 0) { MPButton.gameObject.SetActive(false); } yield return(new WaitForSeconds(3f)); if (Dead) { CurrentState = BattleStateMachine.PlayerWin; BattleOver(); } else { CurrentState = BattleStateMachine.EnemyTurn; StartCoroutine(EnemyNoTurn()); } }
void Start() { createEnemyDisplay(); currentState = turnState.processing; BSM = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>(); startPosition = transform.position; }
// Use this for initialization void Start() { _canvas = GetComponentInParent <Canvas>(); eventSystem = EventSystem.current; buttonList = GetComponentsInChildren <Button>(); bsMachine = FindObjectOfType <BattleStateMachine>(); }
public void WinLose(bool winLose) { BattleStateMachine stateMachine = new BattleStateMachine(); BattleStateMachine.numPlayers = BattleStateMachine.numEnemies = BattleStateMachine.player = 0; BattleStateMachine.npc = BattleStateMachine.monster = 0; BattleStateMachine.currentUser = BattleStateMachine.targetChosen = 0; /*if(BattleInfomation.scriptable) { * GoToLastScene(); * }*/ //else if (winLose) { //update GameInformation UpdateGameInformation(winLose); //go to the last scene GoToLastScene(); } else { //load last save LoadLastSave(); } }
protected override void Apply(Unit user, Unit target, BattleStateMachine bsm) { for (int i = 0; i < stats.Count; i++) { if (type.Equals("buff")) { if (userValues != null) { user.Stats[stats[i]].buff = userValues[i]; } if (targetValues != null) { target.Stats[stats[i]].buff = targetValues[i]; } } else { if (userValues != null) { user.Stats[stats[i]].debuff = userValues[i]; } if (targetValues != null) { target.Stats[stats[i]].debuff = targetValues[i]; } } } }
void UpdateStateMachine() { switch (currentState) { case FiniteStateMachine.MoveToTarget: FindTargetPosition(); break; case FiniteStateMachine.MoveForward: MoveForwardDirection(); break; case FiniteStateMachine.Rotate: Rotate45Degrees(); break; case FiniteStateMachine.FoundPlayer: BattleStateMachineUpdate(); break; } if (knowsPlayerlocation) { PositionToFollow = roadToPlayer[0]; if (Vector3.Distance(transform.position, PlayerObj.transform.position) > 30.0f) { currentState = FiniteStateMachine.MoveToTarget; } else { currentState = FiniteStateMachine.FoundPlayer; battleState = BattleStateMachine.ShootPlayer; } } }
private void Start() { es = EventSystem.current; _inputManager = FindObjectOfType <InputManager>(); _battleSystem = FindObjectOfType <BattleSystem_v2>(); bsMachine = FindObjectOfType <BattleStateMachine>(); }
void Start() { startMenu = StartingMenu.GetComponent <StartingMenu>(); startMenu.SetOwner(this); bsm = GameLogic.GetComponent <BattleStateMachine>(); bsm.SetClient(this); clientHaveLoggedIn = false; clientIsReadyForStartTheGame = false; //networking stuff address = "127.0.01"; port = 9999; commandsTable = new Dictionary <byte, GameCommand>(); //commandsTable[0] = Join; commandsTable[1] = Welcome; commandsTable[2] = Spawn; //commandsTable[3] = Update; //commandsTable[4] = Ready; commandsTable[5] = GameStart; //commandsTable[6] = UIStart; commandsTable[7] = TurnCreation; //commandsTable[8] = SetTurnParameter; commandsTable[9] = ProcessTurn; commandsTable[10] = EndTurn; commandsTable[254] = StatusServer; //commandsTable[255] = Ack; }
protected override void Apply(Unit user, Unit target, BattleStateMachine bsm) { if (type.Equals("form")) { FormEffect(user, target, bsm); } }
void Start () { BSM = FindObjectOfType<BattleStateMachine>(); isSelected = false; currentState = TurnState.INITIALIZING; startPosition = gameObject.transform.position; UpdateWeaponSprite(); }
private void FormEffect(Unit user, Unit target, BattleStateMachine bsm) { int bonus, val; switch (tier) //TODO: maybe a formula { case 1: val = bsm.unitManager.GetAllies(user, 2).Count; bonus = Mathf.Clamp(val, 0, 3); break; case 2: val = bsm.unitManager.GetAllies(user, 2).Count + 2; bonus = Mathf.Clamp(val, 0, 5); break; case 3: val = 2 * bsm.unitManager.GetAllies(user, 2).Count + 1; bonus = Mathf.Clamp(val, 0, 7); break; default: bonus = 0; break; } for (int i = 0; i < stats.Count; i++) { user.Stats[stats[i]].inCombatBonus += bonus; } }
public IEnumerator Test_States_Entering_Battle() { GameObject battleStateMachineGO = new GameObject(); BattleStateMachine battleStateMachine = battleStateMachineGO.AddComponent <BattleStateMachine>(); GameObject battleControllerGO = new GameObject(); BattleController battleController = battleControllerGO.AddComponent <BattleController>(); Assert.AreEqual(BattleState.None, BattleStateMachine.instance.curBattleState); battleController.BeginBattle(); Assert.AreEqual(BattleState.PreNewBattleSetup, BattleStateMachine.instance.curBattleState); yield return(null); Assert.AreEqual(BattleState.NewBattleSetup, BattleStateMachine.instance.curBattleState); yield return(null); Assert.AreEqual(BattleState.SetupPlayerTurn, BattleStateMachine.instance.curBattleState); yield return(null); battleController.BeginPlayerTurn(); Assert.AreEqual(BattleState.PrePlayerActionSelect, BattleStateMachine.instance.curBattleState); yield return(null); Assert.AreEqual(BattleState.PlayerActionSelect, BattleStateMachine.instance.curBattleState); }
void Start() { // currentState = TurnState.PROCESSING; BSM = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>(); startPosition = transform.position; CreateEnemyPanel(); }
// Start is called before the first frame update void Start() { BSM = GetComponent <BattleStateMachine>(); sendInput = false; //Blue team BlueTeamCharactersMenu.gameObject.SetActive(false); BlueTeamCommandMenu.SetActive(false); BlueTeamAllyTargetsMenu.gameObject.SetActive(false); BlueTeamEnemyTargetsMenu.gameObject.SetActive(false); BlueTeamAoETargetsMenu.gameObject.SetActive(false); BlueTeamSpellsMenu.gameObject.SetActive(false); BlueTeamSelectedSpellInfo.gameObject.SetActive(false); BluePlayerWaitingPanel.gameObject.SetActive(false);//in attesa del player rosso che fa la mossa BlueSkillInUsePanel.SetActive(false); //Red team RedTeamCharactersMenu.gameObject.SetActive(false); RedTeamCommandMenu.SetActive(false); RedTeamAllyTargetsMenu.gameObject.SetActive(false); RedTeamEnemyTargetsMenu.gameObject.SetActive(false); RedTeamAoETargetsMenu.gameObject.SetActive(false); RedTeamSelectedSpellInfo.gameObject.SetActive(false); RedTeamSpellsMenu.gameObject.SetActive(false); RedPlayerWaitingPanel.gameObject.SetActive(false); // in attesa del player blu che fa la mossa RedSkillInUsePanel.SetActive(false); }
private void Start() { bsm = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>(); detectedEnemy = bsm.enemiesInBattle[0]; enemySelector = detectedEnemy.transform.Find("Selector").gameObject; enemySelector.SetActive(true); currentSelectedEnemyNumber = 0; }
void Start() { Selector.SetActive(false); cur_cooldown = Random.Range(0, 2.5f); currentState = TurnState.PROCESSING; BSM = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>(); startposition = transform.position; }
// Use this for initialization void Start() { cur_cooldown = Random.Range(0, 2f); startPosition = transform.position; BSM = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>(); CurrentState = Turnstate.Processing; Selector.SetActive(false); }
// Start is called before the first frame update void Start() { BSM = GameObject.Find("BattleManager").GetComponent <BattleStateMachine>(); LoadAllAbilites(); SetAllUnitAbilites(); SetAllUnitHP(); }
// Use this for initialization void Start() { startPos = transform.position; myAction = this.GetComponent <AttackScript>(); currentState = TurnState.PROCESSING; battle = GameObject.Find("BattleManager(Clone)").GetComponent <BattleStateMachine>(); this.GetComponent <CameraFacingBillboard>(); }
// Use this for initialization void Start () { myTargetGraphic.SetActive(false); startPosition = gameObject.transform.position; startRotation = gameObject.transform.rotation; spawnPoint = new Vector3 (startPosition.x + 2.5f, startPosition.y, startPosition.z); currentState = TurnState.WAITING; BSM = FindObjectOfType<BattleStateMachine>(); myTypeText.text = zombie.zombieType.ToString(); }
void Start () { BSM = FindObjectOfType<BattleStateMachine>(); LocateAndSetSelectedSurvivor(); }
public BattleScene(BattleData setup) { data = setup; manager = new BattleManager(setup); this.stateMachine = new BattleStateMachine(manager); }
void Start() { heroPanelSpacer = GameObject.Find("BattleCanvas").transform.FindChild("HeroPanel").FindChild("HeroPanelSpacer"); CreateHeroPanel(); StartPosition = transform.position; currentProgress = Random.Range(0f, (max_progress * 0.25f)); Selector.SetActive(false); BSM = GameObject.Find("BattleManager").GetComponent<BattleStateMachine>(); currentTurnState = TurnState.PROCESSING; }